So I have had this idea floating for a little while about running a massive war in game. A situation where the players are involved in a large scale fight with death and horror filling the battlefield as the heroes face off against hundreds of enemies and the leaders of their armies. I have done a bit of research and haven't found much on in game mechanics on how to make this work well, at least in 5e, there is possible info on this situation in previous versions that I am unaware of. I would normally just narrate the battle around the players as they face off against a group of enemies or a leader of the enemy army but, I wanted something more interactive and that could have the possibility of success or failure determined by the players and their tactics. So I started working on this "game type" where the war battlefield becomes somewhat of a "mini game" at the table. I'm curious to know if any of you know of info regarding this situation where war combat is broken down. If not I would love to hear feedback on my design for fighting a war, the concept is still very new and I have a bit of unfinished work on the breakdown by the majority of it has been detailed. I will need to run several play tests on this to determine if the numbers and builds are balanced but for now I'm in love with this concept of mine. Please let me know what you think, or if you have any input on improving it, and feel free to use it in your own games if you so wish.
*If there are any grammatical or spelling areas please ignore them, still a work in progress*
I wanted to post the PDF I had created but I can't seem to find a way to do so. I will just be pasting my breakdown below.
D&D War Scene
This will be a breakdown of how to run large war scenes with hundreds of allies and enemies involved in the fight.
Players will each be given control of a Battalion of soldiers and are considered Commanders in the war effort; each Battalion consists of smaller Units. Each Battalion type will have specific features and each Unit will have specific movement, attacks, and abilities. Each Battalion type has special features and special units, unique to that Battalion type. The player will place their own character among one of the Units and has the ability to move to another Unit within range. Battle will take place as a typical encounter using markers for each Unit as they move and attack. The war scene battle will end when all Battalions on either side are destroyed or one side decides to flee. When a battle of heroes takes place the war scene will zoom in to the players facing off against the Commanders of enemy units and will return to the war scene when combat concludes. If a Unit is destroyed while a Commander resides within it, they can be attacked directly by enemy Units.
INDEX
Combat Breakdown………………………………………….. 2
Battle of Heroes…….…...………………..………………….. 3
Drow…………………….………………………………………….. 4
Dwarf…..……………….………………………………………….. 5
Elves.…………………….………………………………………….. 6
Human………………….………………………………………….. 7
Orc……………………….………………………………………….. 8
Mixed……………….….………………………………………….. 9
Unit Type……………………..…………………………………. 10
Blockades & Traps……………………..……………………. 11
Combat
During Combat each 1x1 square can range from a 30ft-60ft distance depending on the size of the war. For most War scenes assume the spacing as 30ft squares.
There are no attacks of opportunity in war scenes. Special Features for Battalions are considered Bonus actions and so can be taken alongside a normal action.
Every Round in war scene is considered as 12 seconds, if a battle of heroes takes place run two rounds in the fight then a single round of war.
It is expected that as units are lost or brought to 10% of their total HP they will start to flee, to regroup for another fight.
If both sides of a war meet on the battlefield there is no time for prep before the fight. If one side of the war is defending an area they already control, then they have time to prep the battlefield by placing blockades and traps.
If you are defending determine where you would like to place blockades and traps.
Place tokens on the map for each Unit in your designated starting area.
Designate your players starting Unit.
Each Battalion Rolls initiative.
On your Battalions initiative, each Unit can use their move and a single action. The player can also use a single action which includes: Change Unit placement, single action attack/ability, or single bonus action attack/ability.
Unit health and Commander health are counted separately. You may not attack a commander directly except when they are left without a Unit. Any over carrying damage to a Unit after it has been destroyed is dealt directly to its commander.
To change your Unit, you must spend your player action to move to another Unit within range. This range is determined by 4x your movement speed.
If another Unit commander is within your targeted Unit players can attempt to initiate a battle of Heroes.
Each Unit rolls for attack and damage separately against an enemy Unit.
When all enemy Battalions have been destroyed or flee the war scene has ended.
Battle of Heroes
When two or more Units come face to face, each with their own commander within the Unit, a battle of heroes can be initiated. If a battle of heroes initiates while other players are still fighting in the war, the war scene continues alongside the battle of heroes till all players join in the battle or the enemy commander is slain. If a battle of heroes has already been started, any players not involved do not need to roll to join the fight. Once a player is adjacent to an ongoing battle of heroes the player can choose to enter the fight on their turn.
To initiate a battle of heroes at least two Units with commanders must come face to face. When one player attempts to initiate the battle any adjacent ally players can also join in the roll to attempt the fight. As long as one Unit successfully makes the attack, all involved players enter the Battle of Heroes.
Commanding Unit Buff:
Whichever Unit your character commands gains a +1 to Armor Class, Attack, and Damage. If your character has taken the soldier background or their background involves a familiarity with war double this bonus.
Battalions
Only one special Unit can be used per Battalion consisting of 5 or less Units. All special features are considered to consist battalions with 5 or less units. Add additional uses of a feature per total units in the battalion; 6-10units-2per round, 11-15units-3 per round, etc.
Drow Battalion
Drow are fierce, cold, and calculating fighters; They take only those who will make good slaves as prisoners, and they expect nothing but their own victory. Usually fighting in the depth of the Underdark, Drow are not used to fighting on the top world under the sun. Drow prefer stealth above all else but when war comes to them Fighters and Special units are preferred above all others.
Initiative: +5
Special Trap: Darkness Globe: This trap takes little time to prep and lasts for 10 rounds. When an enemy unit enters a square marked with this trap the Darkness Globe automatically activates. Any unit inside the darkness globe has disadvantage on all attacks and abilities, excluding Drow units.
Special Feature: Hidden in plain sight; One Drow Unit per round can take the action to hide in plain sight, only Heavy artillery are unable to take this action. Rolling a stealth check with a DC of 10+1 for every 10 warriors in the Unit, no bonus on the roll. If successful, the Unit cannot be targeted by any enemy Unit till the start of their next turn. Taking an attack action reveals the Unit for enemy attacks.
Special Unit: Close Combat; Drow Rouges: Similar to a Unit of Drow fighters, rouges are fierce warriors and familiar with close combat. Their true purpose however is to act from the shadows and turn the tide of war to their ally’s favor.
Special Unit: Ranged Combat; Priestesses of Lolth: The epitome of evil Drow priestess are vicious and ruthless creatures. Believing in the power of pain, deceit, and fear granted to them by their dark goddess, Drow priestess make for an extremely intimidating unit.
Drow Rouges
AC: 14 HP: 40
Speed: 60ft
Action: Close Combat; +5, 2d6+2 slashing damage
Special Action: Drow Expertise; Range(60ft/90ft) Whether through magical means or their well-known Drow poison, Rouges can attempt to stun an entire Unit for a single round. Roll for an attack, +3 against an enemy Units AC, if successful the targeted Unit is paralyzed for 1 round. (no movement or attacks, attacks against this unit have advantage)
Priestesses of Lolth
AC: 16 HP: 30
Speed: 60ft
Action: Ranged Combat; +5, 2d8+2 slashing damage
Special Action:
Dwarven Battalion
Dwarves are fierce warriors and loyal to a fault. Dwarven comradery is what carries them through a battle even when it looks to be a loss. They are ingenious tacticians and favor Fighters and Artillery over other Unit types.
Initiative: +3
Special Trap: Mountain Cap: This trap takes a long time to prep and can only activate once. Learning this trick from an ingenious gnome who once helped the dwarves fight a massive war. This trap funnels explosive gases from below the worlds crust to pockets in the earth just below the battlefield. The Dwarven Battalion can choose to active this trap at any time, the square marked with this trap becomes difficult terrain after the blast. When activated all adjacent squares are affected. Any affected units must make a DC 15 save for half damage or take 3d10+5 force damage.
Special Feature: Kin before Kind; Once per round when two or more Ally Units are adjacent to each other you may activate this ability. Each Unit receives a +1 bonus to AC, Attack and Damage till the start of their next turn.
Special Unit: Close Combat;BattleRagers: Specific to Dwarven armies Battleragers consist of Dwarves covered head to toe in spiked plate armor. Battleragers are willing to do anything for their kin, even sacrificing themselves by rushing head-spike first into battle to ensure others can get to safety.
Special Unit: Heavy Artillery Combat; Juicer Team: A favored instrument of destruction by the dwarves a Juicer, this large artillery construct is pushed along by dwarves into battle. The body of this tool is covered in wrappings of sheet metal with sharp, nasty ridges hammered into it, two notched handles run from the wheels’ sides to behind the contraption where dwarves can push it along. A cloth with a full-sized likeness of Dwarves charging into battle adorns the front.
BattleRagers
AC: 18 HP: 30
Speed: 30ft
Action: Close Combat; +7, 2d8+4 slashing/piercing damage.
Special Action: BattleRagers Rage: Surrounded by fighting and bloodshed a Battleragers Unit can go into an intense rage as the fighters’ charge into battle. For 1d4 rounds this Unit has resistance to bludgeoning, piercing, and slashing damage. During this rage Battleragers also deal an extra 1d8 damage.
Juicer Team
AC: 10
HP: 40
Speed: 30ft 1<sup>st</sup> round of movement, 60ft if the juicer has not stopped moving.
Action: Close Combat; Move 30ft as you attack pushing through enemy units. +7, 2d10+5 bludgeoning/piercing damage.
Elven Battalion
Elves are very intelligent creatures, choosing finesse and elegance over brute force. They are quick on their feet and constantly move about the battlefield finding the best placement for their attacks. Elves Favor Archers over all other Units but do also consist of expert Fighters.
Initiative: +5
Special Trap: Overgrowth: This trap takes little time to prep and lasts throughout the war. Using their connection to the world around them Elves can call upon an area to overgrow with vines, thorns, and difficult terrain. When an enemy unit enters a square marked with this trap it automatically activates becoming difficult terrain. Any unit within the activated trap or that enters after it has been activated must succeed on a DC 13 save or become stunned till a successful save is rolled. The afflicted unit may use their action to roll a save once per round.
Special Feature: Fey War Tactics; Using their fey ancestry, elves can gain aid in battle through their surroundings. Only one Unit may take this action per round granting advantage on any attack roll made by the Unit till next round.
Special Unit: Close Combat; Fey Fighters: Calling in aid through their connection to the Fey a Unit of Elves will group up with animals of the material plane and creatures of the fey wild.
Special Unit: Mounted Combat; Pegasus Riders: Very few souls in the world have witnessed a Pegasus first hand but some elves form bonds with these majestic creatures. Riding into battle on the wings of a Pegasus these units make for a deadly enemy and one that’s hard to catch.
Fey Fighters
AC: 16 HP: 50
Speed: 60ft
Action: Close Combat; +5, 2d8+4 slashing damage
Special Action: Fey Healing: Calling upon healing magic a Fey Fighter Unit may use their action to heal themselves or any adjacent ally, 2d4+2.
Pegasus Riders
AC: 18 HP: 30
Speed: 90ft; flying
Action: Close Combat; +5, 2d8+3 slashing damage
Action: Ranged Combat; Range (180/300) +5, 2d6+2 piercing damage
Human Battalion
Humans are resilient and work best when they come together. Their history is filled with wars and turmoil, another battle is nothing new to them. They have learned to specialize in all forms of Unit Combat.
Initiative: +4
Special Trap: Fire Line: This trap takes little time to prep and lasts for 10 rounds. Soaking the earth with flammable oils, humans will create fire lines to direct the flow of battle and funnel enemies to a single point. When this trap is used multiple adjacent squares are marked to from a line or ring through the battlefield. A human Battalion can choose to activate this trap at any time. When activated, the oil-soaked grounds burst into flame creating large walls of fire around the battlefield. Any unit that passes through this wall of fire takes 3d6 fire damage. Any unit standing on a square marked with this trap takes 3d6 fire damage on both the beginning and end of their turn if they are still standing on the marked square.
Special Feature: King is Key; Humans know all to well the value of a leader upon a battlefield, as well as the devastation to an army when a leader is lost during the fight. Once per round any Human Unit can make one additional attack against a Units commander directly.
Special Unit: Close Combat; The Kings Men: A group of valiant Knights all of whom work together under a named king or lord create an imposing and resourceful group of warriors. Acting as a commander in its own Kings men are able to direct the flow of battle.
Special Unit: Ranged Combat; Wizards!: Human wizards are a breed of their own. Packing the same learnings of other races into less than a century, human wizards are determined to leave an impact on the world. Their crazed ambitions can lead to catastrophe but sometimes miracles are created through the hands of a human wizard.
The Kings Men
AC: 17 HP: 40
Speed: 60ft
Action: Close Combat; +5, 2d8+3 slashing damage
Special Action: Rally: Showing their strength and determination in battle a Unit of Kings men can direct others in battle. This Unit may spend their action to give all adjacent allies an immediate attack, even those of other ally battalions.
Wizards!
AC: 14 HP: 30
Speed: 60ft
Ranged Combat Fighting; Range (180/300) +5, 3d6+3 fire damage
Special Action: Teleport: In an attempt to take control of a battlefield Wizards can move themselves and a single adjacent ally to a new placement within the battlefield or be used as a quick retreat. Roll a 1d20 +5 against a DC of 10+1 for every 10 soldiers being moved. If successful move any included units up to a distance of 500ft. If unsuccessful any involved units take 2d6 force damage.
Orcish Battalion
Orcs are fierce and brutish, usually losing all semblance of organization as battles ensue. Their ferocity drives them forward straight into battle striking fear into their enemies. However, at the first sight of defeat they are quick to flee and regroup for a later attack. Orcs prefer Fighters over all other Unit Types.
Initiative: +4
Special Trap: Rock Fall: This trap takes a moderate amount of time to prep. Stacking large boulders and rocks all leaning on a single breaking point, Orcs prefer this rudimentary trap. As long as one Orc unit is adjacent to a square marked with this trap it can be activated at any time. Otherwise an Orc unit may use their action to activate it as long as they are within 60ft of the marked trap. When activated the pile of boulders comes crashing down, smashing upon all units in a 60ft line in any one direction from the point of origin of the trap. The affected area instantly becomes difficult terrain. Any units hit by this trap must make a DC 14 save for half or take 3d8 bludgeoning damage.
Special Feature: Battle Roar; A single Orcs Battle cry can strike fear into most, an entire Unit of Orcs will strike fear into all. Once per round any Orc Unit can come together with a roar of Orc ferocity to strike an intense fear in to all surrounding enemies. Roll 1d20+1 for every 10 warriors in the Unit, against all adjacent enemy Units AC. If successful any afflicted enemy Units are struck with an immense fear and are unable to move from their position. Any attacks by afflicted Units against the Orcs who activated this ability have disadvantage till the next round.
Special Unit: Close Combat; Orc Berserkers: Known only to Orcs, Berserkers are clumsy but destructive upon the battlefield. They charge in without a notion of fear and a willingness to die for their Orc gods of battle.
Special Unit: Ranged Combat; Shamans of Gruumsh: Eccentric and crazed, Orc Shamans of Gruumsh believe it is their calling to fight in wars and bring death in the name of their gods. Not typically involved in the front lines of battle shamans can bring aid to their allies shifting the battle to their favor.
Orc Berserkers
AC: 10 HP: 30
Speed: 60ft
Action: Close Combat; +6, 2d10+3 bludgeoning damage
Special Action: Berserker Rage: In the heat of battle Berserkers will go into a crazed rage, sometimes even attacking their own allies. This group may spend their action to enter a rage for 1d4 rounds, doubling their movement speed and gaining resistance to bludgeoning, piercing, and slashing damage.
Shamans of Gruumsh
AC: 15 HP: 30
Speed: 60ft
Action: Ranged Combat Fighting; Range (120/180) +6, 2d6+3 piercing damage
Special Action: Blessings of Gruumsh: Calling for aid from their god of battle, Shamans can buff ally units. This unit may spend their action to grant an ally unit within 60ft a +2 bonus to AC attack and damage for 1d4 rounds.
Mixed Battalion
A mixed-race Battalion can be hard to control, inner turmoil of opposing races can create devastating effects. However, when lead by a strong Commander, mixed race Battalions learn to use each other’s strengths to their benefit. Mixed race Battalions have a preference of Units determined by the races involved.
Initiative: +4
Special Feature:
Special Unit:
Still Working on how to breakdown a mixed Battalion!
Unit Types
For each Unit, consider that for every 1hp there is 1 soldier (excluding Heavy Artillery Units; for every 20hp consider 1 piece of Artillery Equipment). If you are running larger wars and whish to use larger units add to the units hp. For each additional 10hp (20hp for artillery) to the Unit add an additional die of the Units damage type to the damage they can deal.
Fighter Unit
AC: 16
HP: 50
Speed: 60ft
Action: Close Combat Fighting; +5, 2d8+3 slashing damage
Archer Unit
AC: 14
HP: 60
Speed: 60ft
Action: Ranged Combat Fighting; Range (180/300) +7, 2d6+3 piercing damage
Cavalry Unit
AC: 17
HP: 40
Speed: 90ft
Action: Mounted Combat; Move up to 30ft while attacking; +4, 2d8+4 slashing damage
Heavy Artillery Unit
AC: 10
HP: 80
Speed: 30ft
Action: Ranged Artillery Combat; Range (300/600) +6, 2d10+5 bludgeoning damage
Special Unit
Details for Special Unit are marked in the Battalion type.
Blockades & Traps
Blockades and traps effect single 1x1 squares. The number of Blockades and Traps that can be set are determined by your DM with the amount of time available to prep before the battle.
When units are forced to make a save against a trap there is no bonuses to their rolls.
Blockades
All Battalions have the ability to drop Blockades to use as defense and cover on the battle field if they have the needed prep time.
AC:10
HP:50
Any unit adjacent to a blockade gains a +2 bonus to AC, even enemy units.
Spike Trap
This trap takes little time to prep.
When any unit enters a square marked with this trap, they must succeed on DC 14 save or take 2d6+2 piercing damage. This trap type can be set off only once, after the trap has been sprung it creates rough terrain.
Pitfall Trap
This trap takes a moderate amount of time to prep.
When an enemy unit enters a square marked with this trap, they must succeed on a DC 13 save or take 2d6+2 piercing damage. This trap can be set off twice, after the trap has its full use it creates rough terrain.
Spencer Mueller
10/06/2019
Rollback Post to RevisionRollBack
May the dice ever roll in your favor.
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So I have had this idea floating for a little while about running a massive war in game. A situation where the players are involved in a large scale fight with death and horror filling the battlefield as the heroes face off against hundreds of enemies and the leaders of their armies. I have done a bit of research and haven't found much on in game mechanics on how to make this work well, at least in 5e, there is possible info on this situation in previous versions that I am unaware of. I would normally just narrate the battle around the players as they face off against a group of enemies or a leader of the enemy army but, I wanted something more interactive and that could have the possibility of success or failure determined by the players and their tactics. So I started working on this "game type" where the war battlefield becomes somewhat of a "mini game" at the table. I'm curious to know if any of you know of info regarding this situation where war combat is broken down. If not I would love to hear feedback on my design for fighting a war, the concept is still very new and I have a bit of unfinished work on the breakdown by the majority of it has been detailed. I will need to run several play tests on this to determine if the numbers and builds are balanced but for now I'm in love with this concept of mine. Please let me know what you think, or if you have any input on improving it, and feel free to use it in your own games if you so wish.
*If there are any grammatical or spelling areas please ignore them, still a work in progress*
May the dice ever roll in your favor.
I wanted to post the PDF I had created but I can't seem to find a way to do so. I will just be pasting my breakdown below.
D&D War Scene
This will be a breakdown of how to run large war scenes with hundreds of allies and enemies involved in the fight.
Players will each be given control of a Battalion of soldiers and are considered Commanders in the war effort; each Battalion consists of smaller Units. Each Battalion type will have specific features and each Unit will have specific movement, attacks, and abilities. Each Battalion type has special features and special units, unique to that Battalion type. The player will place their own character among one of the Units and has the ability to move to another Unit within range. Battle will take place as a typical encounter using markers for each Unit as they move and attack. The war scene battle will end when all Battalions on either side are destroyed or one side decides to flee. When a battle of heroes takes place the war scene will zoom in to the players facing off against the Commanders of enemy units and will return to the war scene when combat concludes. If a Unit is destroyed while a Commander resides within it, they can be attacked directly by enemy Units.
INDEX
Combat Breakdown………………………………………….. 2
Battle of Heroes…….…...………………..………………….. 3
Drow…………………….………………………………………….. 4
Dwarf…..……………….………………………………………….. 5
Elves.…………………….………………………………………….. 6
Human………………….………………………………………….. 7
Orc……………………….………………………………………….. 8
Mixed……………….….………………………………………….. 9
Unit Type……………………..…………………………………. 10
Blockades & Traps……………………..……………………. 11
Combat
Battle of Heroes
When two or more Units come face to face, each with their own commander within the Unit, a battle of heroes can be initiated. If a battle of heroes initiates while other players are still fighting in the war, the war scene continues alongside the battle of heroes till all players join in the battle or the enemy commander is slain. If a battle of heroes has already been started, any players not involved do not need to roll to join the fight. Once a player is adjacent to an ongoing battle of heroes the player can choose to enter the fight on their turn.
To initiate a battle of heroes at least two Units with commanders must come face to face. When one player attempts to initiate the battle any adjacent ally players can also join in the roll to attempt the fight. As long as one Unit successfully makes the attack, all involved players enter the Battle of Heroes.
Commanding Unit Buff:
Whichever Unit your character commands gains a +1 to Armor Class, Attack, and Damage. If your character has taken the soldier background or their background involves a familiarity with war double this bonus.
Battalions
Only one special Unit can be used per Battalion consisting of 5 or less Units. All special features are considered to consist battalions with 5 or less units. Add additional uses of a feature per total units in the battalion; 6-10units-2per round, 11-15units-3 per round, etc.
Drow Battalion
Drow are fierce, cold, and calculating fighters; They take only those who will make good slaves as prisoners, and they expect nothing but their own victory. Usually fighting in the depth of the Underdark, Drow are not used to fighting on the top world under the sun. Drow prefer stealth above all else but when war comes to them Fighters and Special units are preferred above all others.
Initiative: +5
Special Trap: Darkness Globe: This trap takes little time to prep and lasts for 10 rounds. When an enemy unit enters a square marked with this trap the Darkness Globe automatically activates. Any unit inside the darkness globe has disadvantage on all attacks and abilities, excluding Drow units.
Special Feature: Hidden in plain sight; One Drow Unit per round can take the action to hide in plain sight, only Heavy artillery are unable to take this action. Rolling a stealth check with a DC of 10+1 for every 10 warriors in the Unit, no bonus on the roll. If successful, the Unit cannot be targeted by any enemy Unit till the start of their next turn. Taking an attack action reveals the Unit for enemy attacks.
Special Unit: Close Combat; Drow Rouges: Similar to a Unit of Drow fighters, rouges are fierce warriors and familiar with close combat. Their true purpose however is to act from the shadows and turn the tide of war to their ally’s favor.
Special Unit: Ranged Combat; Priestesses of Lolth: The epitome of evil Drow priestess are vicious and ruthless creatures. Believing in the power of pain, deceit, and fear granted to them by their dark goddess, Drow priestess make for an extremely intimidating unit.
Drow Rouges
AC: 14 HP: 40
Speed: 60ft
Action: Close Combat; +5, 2d6+2 slashing damage
Special Action: Drow Expertise; Range(60ft/90ft) Whether through magical means or their well-known Drow poison, Rouges can attempt to stun an entire Unit for a single round. Roll for an attack, +3 against an enemy Units AC, if successful the targeted Unit is paralyzed for 1 round. (no movement or attacks, attacks against this unit have advantage)
Priestesses of Lolth
AC: 16 HP: 30
Speed: 60ft
Action: Ranged Combat; +5, 2d8+2 slashing damage
Special Action:
Dwarven Battalion
Dwarves are fierce warriors and loyal to a fault. Dwarven comradery is what carries them through a battle even when it looks to be a loss. They are ingenious tacticians and favor Fighters and Artillery over other Unit types.
Initiative: +3
Special Trap: Mountain Cap: This trap takes a long time to prep and can only activate once. Learning this trick from an ingenious gnome who once helped the dwarves fight a massive war. This trap funnels explosive gases from below the worlds crust to pockets in the earth just below the battlefield. The Dwarven Battalion can choose to active this trap at any time, the square marked with this trap becomes difficult terrain after the blast. When activated all adjacent squares are affected. Any affected units must make a DC 15 save for half damage or take 3d10+5 force damage.
Special Feature: Kin before Kind; Once per round when two or more Ally Units are adjacent to each other you may activate this ability. Each Unit receives a +1 bonus to AC, Attack and Damage till the start of their next turn.
Special Unit: Close Combat; BattleRagers: Specific to Dwarven armies Battleragers consist of Dwarves covered head to toe in spiked plate armor. Battleragers are willing to do anything for their kin, even sacrificing themselves by rushing head-spike first into battle to ensure others can get to safety.
Special Unit: Heavy Artillery Combat; Juicer Team: A favored instrument of destruction by the dwarves a Juicer, this large artillery construct is pushed along by dwarves into battle. The body of this tool is covered in wrappings of sheet metal with sharp, nasty ridges hammered into it, two notched handles run from the wheels’ sides to behind the contraption where dwarves can push it along. A cloth with a full-sized likeness of Dwarves charging into battle adorns the front.
BattleRagers
AC: 18 HP: 30
Speed: 30ft
Action: Close Combat; +7, 2d8+4 slashing/piercing damage.
Special Action: BattleRagers Rage: Surrounded by fighting and bloodshed a Battleragers Unit can go into an intense rage as the fighters’ charge into battle. For 1d4 rounds this Unit has resistance to bludgeoning, piercing, and slashing damage. During this rage Battleragers also deal an extra 1d8 damage.
Juicer Team
AC: 10
HP: 40
Speed: 30ft 1<sup>st</sup> round of movement, 60ft if the juicer has not stopped moving.
Action: Close Combat; Move 30ft as you attack pushing through enemy units. +7, 2d10+5 bludgeoning/piercing damage.
Elven Battalion
Elves are very intelligent creatures, choosing finesse and elegance over brute force. They are quick on their feet and constantly move about the battlefield finding the best placement for their attacks. Elves Favor Archers over all other Units but do also consist of expert Fighters.
Initiative: +5
Special Trap: Overgrowth: This trap takes little time to prep and lasts throughout the war. Using their connection to the world around them Elves can call upon an area to overgrow with vines, thorns, and difficult terrain. When an enemy unit enters a square marked with this trap it automatically activates becoming difficult terrain. Any unit within the activated trap or that enters after it has been activated must succeed on a DC 13 save or become stunned till a successful save is rolled. The afflicted unit may use their action to roll a save once per round.
Special Feature: Fey War Tactics; Using their fey ancestry, elves can gain aid in battle through their surroundings. Only one Unit may take this action per round granting advantage on any attack roll made by the Unit till next round.
Special Unit: Close Combat; Fey Fighters: Calling in aid through their connection to the Fey a Unit of Elves will group up with animals of the material plane and creatures of the fey wild.
Special Unit: Mounted Combat; Pegasus Riders: Very few souls in the world have witnessed a Pegasus first hand but some elves form bonds with these majestic creatures. Riding into battle on the wings of a Pegasus these units make for a deadly enemy and one that’s hard to catch.
Fey Fighters
AC: 16 HP: 50
Speed: 60ft
Action: Close Combat; +5, 2d8+4 slashing damage
Special Action: Fey Healing: Calling upon healing magic a Fey Fighter Unit may use their action to heal themselves or any adjacent ally, 2d4+2.
Pegasus Riders
AC: 18 HP: 30
Speed: 90ft; flying
Action: Close Combat; +5, 2d8+3 slashing damage
Action: Ranged Combat; Range (180/300) +5, 2d6+2 piercing damage
Human Battalion
Humans are resilient and work best when they come together. Their history is filled with wars and turmoil, another battle is nothing new to them. They have learned to specialize in all forms of Unit Combat.
Initiative: +4
Special Trap: Fire Line: This trap takes little time to prep and lasts for 10 rounds. Soaking the earth with flammable oils, humans will create fire lines to direct the flow of battle and funnel enemies to a single point. When this trap is used multiple adjacent squares are marked to from a line or ring through the battlefield. A human Battalion can choose to activate this trap at any time. When activated, the oil-soaked grounds burst into flame creating large walls of fire around the battlefield. Any unit that passes through this wall of fire takes 3d6 fire damage. Any unit standing on a square marked with this trap takes 3d6 fire damage on both the beginning and end of their turn if they are still standing on the marked square.
Special Feature: King is Key; Humans know all to well the value of a leader upon a battlefield, as well as the devastation to an army when a leader is lost during the fight. Once per round any Human Unit can make one additional attack against a Units commander directly.
Special Unit: Close Combat; The Kings Men: A group of valiant Knights all of whom work together under a named king or lord create an imposing and resourceful group of warriors. Acting as a commander in its own Kings men are able to direct the flow of battle.
Special Unit: Ranged Combat; Wizards!: Human wizards are a breed of their own. Packing the same learnings of other races into less than a century, human wizards are determined to leave an impact on the world. Their crazed ambitions can lead to catastrophe but sometimes miracles are created through the hands of a human wizard.
The Kings Men
AC: 17 HP: 40
Speed: 60ft
Action: Close Combat; +5, 2d8+3 slashing damage
Special Action: Rally: Showing their strength and determination in battle a Unit of Kings men can direct others in battle. This Unit may spend their action to give all adjacent allies an immediate attack, even those of other ally battalions.
Wizards!
AC: 14 HP: 30
Speed: 60ft
Ranged Combat Fighting; Range (180/300) +5, 3d6+3 fire damage
Special Action: Teleport: In an attempt to take control of a battlefield Wizards can move themselves and a single adjacent ally to a new placement within the battlefield or be used as a quick retreat. Roll a 1d20 +5 against a DC of 10+1 for every 10 soldiers being moved. If successful move any included units up to a distance of 500ft. If unsuccessful any involved units take 2d6 force damage.
Orcish Battalion
Orcs are fierce and brutish, usually losing all semblance of organization as battles ensue. Their ferocity drives them forward straight into battle striking fear into their enemies. However, at the first sight of defeat they are quick to flee and regroup for a later attack. Orcs prefer Fighters over all other Unit Types.
Initiative: +4
Special Trap: Rock Fall: This trap takes a moderate amount of time to prep. Stacking large boulders and rocks all leaning on a single breaking point, Orcs prefer this rudimentary trap. As long as one Orc unit is adjacent to a square marked with this trap it can be activated at any time. Otherwise an Orc unit may use their action to activate it as long as they are within 60ft of the marked trap. When activated the pile of boulders comes crashing down, smashing upon all units in a 60ft line in any one direction from the point of origin of the trap. The affected area instantly becomes difficult terrain. Any units hit by this trap must make a DC 14 save for half or take 3d8 bludgeoning damage.
Special Feature: Battle Roar; A single Orcs Battle cry can strike fear into most, an entire Unit of Orcs will strike fear into all. Once per round any Orc Unit can come together with a roar of Orc ferocity to strike an intense fear in to all surrounding enemies. Roll 1d20+1 for every 10 warriors in the Unit, against all adjacent enemy Units AC. If successful any afflicted enemy Units are struck with an immense fear and are unable to move from their position. Any attacks by afflicted Units against the Orcs who activated this ability have disadvantage till the next round.
Special Unit: Close Combat; Orc Berserkers: Known only to Orcs, Berserkers are clumsy but destructive upon the battlefield. They charge in without a notion of fear and a willingness to die for their Orc gods of battle.
Special Unit: Ranged Combat; Shamans of Gruumsh: Eccentric and crazed, Orc Shamans of Gruumsh believe it is their calling to fight in wars and bring death in the name of their gods. Not typically involved in the front lines of battle shamans can bring aid to their allies shifting the battle to their favor.
Orc Berserkers
AC: 10 HP: 30
Speed: 60ft
Action: Close Combat; +6, 2d10+3 bludgeoning damage
Special Action: Berserker Rage: In the heat of battle Berserkers will go into a crazed rage, sometimes even attacking their own allies. This group may spend their action to enter a rage for 1d4 rounds, doubling their movement speed and gaining resistance to bludgeoning, piercing, and slashing damage.
Shamans of Gruumsh
AC: 15 HP: 30
Speed: 60ft
Action: Ranged Combat Fighting; Range (120/180) +6, 2d6+3 piercing damage
Special Action: Blessings of Gruumsh: Calling for aid from their god of battle, Shamans can buff ally units. This unit may spend their action to grant an ally unit within 60ft a +2 bonus to AC attack and damage for 1d4 rounds.
Mixed Battalion
A mixed-race Battalion can be hard to control, inner turmoil of opposing races can create devastating effects. However, when lead by a strong Commander, mixed race Battalions learn to use each other’s strengths to their benefit. Mixed race Battalions have a preference of Units determined by the races involved.
Initiative: +4
Special Feature:
Special Unit:
Still Working on how to breakdown a mixed Battalion!
Unit Types
For each Unit, consider that for every 1hp there is 1 soldier (excluding Heavy Artillery Units; for every 20hp consider 1 piece of Artillery Equipment). If you are running larger wars and whish to use larger units add to the units hp. For each additional 10hp (20hp for artillery) to the Unit add an additional die of the Units damage type to the damage they can deal.
Fighter Unit
AC: 16
HP: 50
Speed: 60ft
Action: Close Combat Fighting; +5, 2d8+3 slashing damage
Archer Unit
AC: 14
HP: 60
Speed: 60ft
Action: Ranged Combat Fighting; Range (180/300) +7, 2d6+3 piercing damage
Cavalry Unit
AC: 17
HP: 40
Speed: 90ft
Action: Mounted Combat; Move up to 30ft while attacking; +4, 2d8+4 slashing damage
Heavy Artillery Unit
AC: 10
HP: 80
Speed: 30ft
Action: Ranged Artillery Combat; Range (300/600) +6, 2d10+5 bludgeoning damage
Special Unit
Details for Special Unit are marked in the Battalion type.
Blockades & Traps
Blockades and traps effect single 1x1 squares. The number of Blockades and Traps that can be set are determined by your DM with the amount of time available to prep before the battle.
When units are forced to make a save against a trap there is no bonuses to their rolls.
Blockades
All Battalions have the ability to drop Blockades to use as defense and cover on the battle field if they have the needed prep time.
AC:10
HP:50
Any unit adjacent to a blockade gains a +2 bonus to AC, even enemy units.
Spike Trap
This trap takes little time to prep.
When any unit enters a square marked with this trap, they must succeed on DC 14 save or take 2d6+2 piercing damage. This trap type can be set off only once, after the trap has been sprung it creates rough terrain.
Pitfall Trap
This trap takes a moderate amount of time to prep.
When an enemy unit enters a square marked with this trap, they must succeed on a DC 13 save or take 2d6+2 piercing damage. This trap can be set off twice, after the trap has its full use it creates rough terrain.
Spencer Mueller
10/06/2019
May the dice ever roll in your favor.